You could be reading the full-text of this article now if you...

If you have access to this article through your institution,
you can view this article in

Comparison of Acute Exercise Responses Between Conventional Video Gaming and Isometric Resistance Exergaming

Bonetti, Anthony J1; Drury, Daniel G2; Danoff, Jerome V3; Miller, Todd A1

Journal of Strength & Conditioning Research:
doi: 10.1519/JSC.0b013e3181bab4a8
Original Research

Bonetti, AJ, Drury, DG, Danoff, JV, and Miller, TA. Comparison of acute exercise responses between conventional video gaming and isometric resistance exergaming. J Strength Cond Res 24(7): 1799-1803, 2010-Exergaming is a relatively new type of entertainment that couples physical activity and video gaming. To date, research that has focused on the physiologic responses to exergaming has been focused exclusively on aerobic-type activities. The purpose of this project was to describe the acute exercise responses (i.e., oxygen uptake [V̇O2], heart rate, and rate of perceived exertion [RPE]) to exergaming using full-body isometric muscle resistance and to determine whether these responses are different during single- versus opponent-based play. Male subjects (n = 32) were randomly and equally divided into either an experimental (EXP) or control (CON) group. Acute exercise responses (V̇O2, heart rate, and RPE) were measured in all subjects during both solo- and opponent-based video game play. Subjects in the EXP group played using a controller that relied on full-body isometric muscle resistance to manipulate the on-screen character, whereas CON subjects used a conventional handheld controller. During solo play, the EXP group exhibited significantly higher values for V̇O2 (9.60 ±0.50 mL/kg/min) and energy expenditure (3.50 ± 0.14 kcal/min) than the CON group (V̇O2 5.05 ± 0.16 mL/kg/min; energy expenditure 1.92 ± 0.07 kcal/min). These changes occurred with no significant differences in RPE or heart rate between the groups. These results suggest that whole-body isometric exergaming results in greater energy expenditure than conventional video gaming, with no increase in perceived exertion during play. This could have important implications regarding long-term energy expenditure in gamers.

Author Information

1The George Washington University Medical Center, School of Public Health and Health Services, Department of Exercise Science, Washington, DC; 2Department of Health Sciences, Gettysburg College, Gettysburg, Pennsylvania; and 3National Institutes of Health, Hatfield Clinical Research Center, Bethesda, Maryland

Address correspondence to Todd A. Miller,

© 2010 National Strength and Conditioning Association